Out of the question. Valve doesn't do "3". Come on, you guys know this.
From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of T Marler Sent: Tuesday, August 14, 2012 10:22 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF MvM hosting questions After working with our 3v3 koth stuff, I see a lot of 3's... HI VALVE ----- Original Message ----- From: Cameron Munroe <cmun...@cameronmunroe.com<mailto:cmun...@cameronmunroe.com>> Date: Tuesday, August 14, 2012 11:21 am Subject: Re: [hlds] TF MvM hosting questions To: tmar...@shaw.ca<mailto:tmar...@shaw.ca>, Half-Life dedicated Win32 server mailing list <h...@list.valvesoftware.com<mailto:h...@list.valvesoftware.com>> > Awww my idea went out........... Well now our idea. > > > On 8/14/2012 10:20 AM, T Marler wrote: > >What about less than 6? Say... 3 Saxton Hales? > > > >----- Original Message ----- > >From: Fletcher Dunn > ><fletch...@valvesoftware.com<mailto:fletch...@valvesoftware.com>> > >Date: Tuesday, August 14, 2012 11:00 am > >Subject: Re: [hlds] TF MvM hosting questions > >To: Half-Life dedicated Win32 server mailing list > <h...@list.valvesoftware.com<mailto:h...@list.valvesoftware.com>>, "Half-Life > dedicated Linux > server mailing list > (hlds_linux@list.valvesoftware.com<mailto:hlds_linux@list.valvesoftware.com>)" > <hlds_linux@list.valvesoftware.com<mailto:hlds_linux@list.valvesoftware.com>>> > >> We will not have Steam group functionality tomorrow. > >> > >> You actually have to set maxplayers to 32 to host MvM (to make > >> room for all the bots). That's why the mode is expensive > >> CPU-wise, to not only simulate all those players but run their > >> AI logic as well. We'll have more details on the > >> recommended settings tomorrow. > >> > >> Regarding exactly what happens if a 24-player server switches to > >> MvM: I actually don't think we have worked that out yet. > >> > >> I'm pretty sure on day one there will be lots of people trying > >> out all sorts of things. Our approach to experimentation > >> in MvM will be the same as in PvP: we encourage it, provided > >> that players are opting in to any major deviations from the > >> vanilla experience. Our servers will all be configured > >> vanilla, and the matchmaking will enforce the 6 player limit, > >> and the server browser will be the primary means for players to > >> find those sorts of customizations. What will the most > >> interesting customizations be? What will the standard tags > >> be used that we request server operators to set in order to help > >> players find the modifications they want or avoid the ones they > >> don't like? We can't know that yet. That's something > >> we expect you guys and your players to figure out. > >> > >> I will hazard a guess that raising the player count well > above 6 > >> would be detrimental the experience. There ratio of humans > >> to bots would be off and the human defending team would not have > >> enough challenge. (As an extreme example: imagine a 32- > >> player server where everybody is defending an there are no > >> bots.) Exactly how far it can be raised above 6 without > >> totally breaking the game is speculation of course. I > >> think a smart server operator will start out with the server > >> configured relatively vanilla, and then watch how the game > >> unfolds and listen to their players, and try to make smart > >> decisions about which areas to experiment, rather than assuming > >> the same sorts of adjustments your community prefers in PvP will > >> automatically apply to this mode. A fun co-op mode with > >> more than six players is likely to require entirely new > >> missions. (The mission decides the pattern of enemy robots > >> that come at you.) We have purposefully made it easy for > >> players to create their own missions. > >> (It's a lot easier than creating a whole new map!) > >> But if you play with more than six players, with the missions > >> we've made, I think the balance will be way off. > >> > >> - Fletch > >> > >> -----Original Message----- > >> From: > >> hlds-boun...@list.valvesoftware.com<mailto:hlds-boun...@list.valvesoftware.com> > >> [mailto:hlds- > >> boun...@list.valvesoftware.com<mailto:boun...@list.valvesoftware.com>] On > >> Behalf Of Saint K. > >> Sent: Tuesday, August 14, 2012 4:51 AM > >> To: Half-Life dedicated Win32 server mailing list > >> Subject: Re: [hlds] TF MvM hosting questions > >> > >> Will we be able to restrict a MvM server to people in the > >> steamgroup only, like in L4D2? > >> > >> Saint K. > >> ________________________________________ > >> From: > >> hlds-boun...@list.valvesoftware.com<mailto:hlds-boun...@list.valvesoftware.com> > >> [hlds- > >> boun...@list.valvesoftware.com<mailto:boun...@list.valvesoftware.com>] On > >> Behalf Of Fletcher Dunn > >> [fletch...@valvesoftware.com]Sent: 14 August 2012 08:52 > >> To: Half-Life dedicated Win32 server mailing list; Half-Life > >> dedicated Win32 server mailing list > >> (h...@list.valvesoftware.com)Subject<mailto:h...@list.valvesoftware.com)Subject>: > >> Re: [hlds] TF MvM hosting > >> questions > >> MvM matchmaking will be restricted to 6 players at launch. > >> > >> The matchmaking also supports joining games in progress to fill > >> an empty slot, in which case of course the current map will not > >> be changed. > >> > >> From: > >> hlds-boun...@list.valvesoftware.com<mailto:hlds-boun...@list.valvesoftware.com> > >> [mailto:hlds- > >> boun...@list.valvesoftware.com<mailto:boun...@list.valvesoftware.com>] On > >> Behalf Of Agro > >> Sent: Monday, August 13, 2012 11:40 PM > >> To: Half-Life dedicated Win32 server mailing list > >> Subject: Re: [hlds] TF MvM hosting questions > >> > >> Is MvM matchmaking going to be limited to 6 players or was the > >> "6 players join, map changes" logic just an indicator of server > >> behavior to expect? > >> ----- Reply message ----- > >> From: "Fletcher Dunn" > >> > <fletch...@valvesoftware.com<mailto:fletch...@valvesoftware.com<mailto:fletch...@valvesoftware.com%3cmailto:fletch...@valvesoftware.com>>>To: > "Half-Life dedicated Linux server mailing list > (hlds_linux@list.valvesoftware.com<mailto:hlds_linux@list.valvesoftware.com<mailto:hlds_linux@list.valvesoftware.com%3cmailto:hlds_linux@list.valvesoftware.com>>)" > > <hlds_linux@list.valvesoftware.com<mailto:hlds_linux@list.valvesoftware.com<mailto:hlds_linux@list.valvesoftware.com%3cmailto:hlds_linux@list.valvesoftware.com>>>, > "Half-Life dedicated Win32 server mailing list > (h...@list.valvesoftware.com<mailto:h...@list.valvesoftware.com<mailto:h...@list.valvesoftware.com%3cmailto:h...@list.valvesoftware.com>>)" > > <h...@list.valvesoftware.com<mailto:h...@list.valvesoftware.com<mailto:h...@list.valvesoftware.com%3cmailto:h...@list.valvesoftware.com>>> > >> Subject: [hlds] TF MvM hosting questions > >> Date: Tue, Aug 14, 2012 06:39 > >> > >> Here are some answers to questions regarding hosting MvM servers: > >> > >> * Players can join your server through any means they can join > >> PvP games: the server browser, ad hoc joins, or the new > >> matchmaking system (quickplay beta). > >> * To accept matchmaking traffic, you must select which sort of > >> traffic you want. (Regular PvP traffic or MvM > >> traffic.) Set "tf_mm_servermode 2" to be placed in the > MvM pool. > >> * For MvM matchmaking, if 6 players are sent to your server to > >> start a new game, it will switch to whatever map the players > selected.>> * You will need a TF gameserver account to accept > matchmaking traffic. > >> * You can switch the server in and out of any matchmaking mode > >> pool or back to any regular game mode at any time. > >> * The CPU usage for a 6 player MvM game is about the same as for > >> a regular TF server. (Yep, this mode requires > >> significantly more CPU cycles per player than the PvP mode, > >> that's an unfortunate fact.) > >> > >> Given the surge of players that comes with any major release, > >> and the player / server ratio of this game mode, the demand for > >> MvM servers will probably be high. We expect that a large > >> number of players will want to try out the new mode, so we will > >> be converting most of our servers to host MvM, and then adjust > >> the allocation based on what players are playing. > >> > >> I, for one, DO NOT welcome our new robot overlords! > >> > >> - Fletch > >> > >> _______________________________________________ > >> To unsubscribe, edit your list preferences, or view the list > >> archives, please visit: > >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds > >> > >> _______________________________________________ > >> To unsubscribe, edit your list preferences, or view the list > >> archives, please visit: > >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds > >> > > > > > >_______________________________________________ > >To unsubscribe, edit your list preferences, or view the list > archives, please visit: > >https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux